//
// Game.cs
//
// Author:
//       Till Riemer <till.riemer@gmail.com>
//
// Copyright (c) 2014 Till Riemer
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Game : MonoBehaviour
{
	public DrugTrigger currentDrug;

	public WallBehaviour walls;
	public CubeBehavior obstacles;

	public List<DrugTrigger> drugPrefabs;
	private int drugCounter = 0; // current drug from prefabs list

	public Transform drugSpawn; // place on the table where to spawn the drug

	public AudioSource musicSource;

	public Tom tomTheSpider;
	public Tom tomTheSpiderBro;
	public Tom tomTheSpiderBro2;

	private static Game instance;
	public static Game Instance { get { return instance; } }

	public void Awake()
	{
		if(instance == null)
			instance = this;
	}

	public void ChangeRoom()
	{
		if(currentDrug != null)
			Destroy(currentDrug.gameObject);

		if(drugCounter+1 < drugPrefabs.Count)
			currentDrug = (Instantiate(drugPrefabs[++drugCounter], drugSpawn.position, drugSpawn.rotation) as DrugTrigger);
		else
			ChainJam.GameEnd();

		Player.Instance.Respawn();
	}

	private void FixedUpdate()
	{
		if(ChainJam.GetPoints()>0)
			musicSource.pitch+=0.0003f;
	}

}

